We're a battle calculator free pokemon mystery dungeon roleplay that doesn't pester you to keep track of hunger, power points, or paths in a dungeon as we are focused on the roleplay more so than the mechanics. Characters can be anything from a representative of their country to a lowly outlaw that's just trying to get by. We have our own lore and an entire section called "The Encyclopedia" dedicated to explaining the world around our characters that'll be updated more and more as time goes on!
There's a lot of roles to fill in around here so make a character, sit down, and join us as the future of the pokemon world unfolds!
✚
NEWS
// extra, extra, read all about it!APPLEPINE FOREST is available to roleplay in with a limited time event surrounding it. Have a look and see if you're eligible to get some rewards if you help a few pokemon out!
UPDATE
// just a message from the adminsJuly // An activity check has been posted up! Be sure to check it out so we can properly archive the inactive characters! Don't forget to keep an eye out though, there might be an advert contest coming soon!
This is a list of in-character countries that have been yet to be made official. These countries can be roleplayed in The Beyond until the country has met the requirements to become an official country. You are free to make a character originate from these countries if you like. Once the country meets the requirements, then they will be given their own board and become more official. If you wish to create a country then please check out rules on creating a country!
Below is a complete list of what has been made so far. If your country is not here then either you have not created it yet, Wicked has not yet reviewed it, or Wicked needs a bit of a reminder if it's been a while. Please wait at least one full week before you send a reminder message.
Far off the coast of Invictus, in tropical feral infested waters, floats the island named Lutetia. Though the island itself seems a paradise of wilderness, it is the many ships that surround it they hold the pokemon of Lutetia.
CONTROVERSIAL ISSUES
Corsola Hunting: Useful for food, tools, and wares to sell. Though they do regularly shed and regrow their coral and are prolific on the surrounding reef of Lutetia, the rate of hunting this species has increased in the recent years. The dwindling corsola population has been blamed on mareanie and toxapex instead of taking responsibility for overzealous hunting.
Mareanie, Toxapex, and Bruxish: Some are still silly enough to think these species are capable of being civilized and compassionate, and should not be hunted or otherwise run out of Lutetia.
WHAT'S THE TERRITORY LIKE
Lutetia is a tropical area, that sees a steady temperature but violent swings in weather - both natural and unnatural. All manner of marine hazards can and do occur in the region, which can be hard to measure since besides the small Lutetia island itself, there is no visible border of when Lutetian waters becomes anothers.
The majority of the populace live on boats, either ones permanently fixed to the island coast, or free roaming trade ships. The reef offshore also has a small settlement of aquatic pokemon, though the threat of mareanie and toxapex sees them stick closer to the boats.
POPULATION DESCRIPTION
Lutetia has a small permanent population, with most being merchants, travelers, or mercenaries. There is a strong population of feral aquatic pokemon, though some land pokemon such as tauros have been introduced to the island.
As a safe harbor among turbulent waters, Lutetia has an assortment of backgrounds being sewn together. Said mix of backgrounds leads to a culture that changes like the sea it floats on. The only requirement to becoming a citizen of the country is to have membership and approval from a guild.
CULTURAL SPECIFICS
Found families: Lutetia is a country of drifters and travelers. The community is made up of large and small guilds the compete against and aid each other. While there are numerous personal disputes and borderline abusive competitive relationships between guilds, it is an unspoken law that the well-being of larger Lutetia comes first - lynching is definitely something that has and will happen to those that take things too far.
Proud fighters: A defining trait of a Luterian is an inflated pride in themselves and their guild. Brawn over brains as some of the less kind assertions of Lutetia go. When you live in seas that have feral gyarados and savage storms, you are either strong enough to survive, or seek another home.
A place for all: Physical prowess may be coveted since it is the most obvious applied type of power, but the knowledge of navigating by the stars, of reading the currents, how to weave a basket, the notes of a historical song - these are all important powers to hold too. Lutetia may be cut from rougher cloth, but they are not completely uneducated.
Ghost pokemon: specifically the frillish family and dhelmise are treated with respect and welcomed back to their guild if they remember them, but otherwise are kept at a wary distance due to their feral counterparts. Many understand that their own death may result in them returning as one of these sea ghosts. There is an uneasy peace between these species and the people of Lutetia.
GOVERNMENT
Leadership in Lutetia is a mishmash between dramatic performance and formal council meetings. The Lutetia Council is made of the leaders of three major guilds - ideally, one to represent the land, the sea, and the sky - that have the majority vote of other guild leaders. Voting for the council members is one of the few times all personal pride is put to the side, with each leader voting for those who have proven themselves the strongest and competent guilds currently in Lutetia.
Guild leadership is gained through challenging the current leader. Each guild has their own traditional challenge type, things varying from an outright brawl, a deep sea race, to a trivia quiz on the guilds of Lutetia.
A small nation situated in a dark pine forest to the far southwest of Invictus. With the occasional mist that seems to encompass the nation there are rumors of evil doings that seem to happen within the place but are these just rumors or is there stock in them?
CONTROVERSIAL ISSUES
Ghost & Dark Pokemon: Dark-type pokemon and others that like the darkness such as ghost types are welcomed here. Thus the reason this nation has gotten such a bad rap for being "evil" and where the "baddies" run to.
Forgiveness: Another thing that has netted them a bad rap is the fact that the Fiphele monarchy will grant pardon to any outlaws that get into their borders. It is a belief that if someone makes it into their pine forests and finds solitude within the darkness then they should be granted their freedom. As long as an outlaw keeps their noses clean within Fiphele then they are welcome. However, should they revert or attempt to bring strife onto those of the nation then they will be mercilessly dealt with. Fiphele operates under a one-strike system and if you are caught breaking the rules then the military will be down upon your head and the punishments are swift and severe.
WHAT'S THE TERRITORY LIKE
The pine forest itself is large with a hilly terrain and its own lake (with rivers feeding from it) lying to the north and native ferals. However, the nation of Fiphele itself is within the center of the pine forest and the ferals are kept out of the main city by the guards. To live within this place pokemon must be physically adept as it can be a harsh land with little room for weakness.
With the tall trees all around sunlight hardly filters through, the reason it is a haven for dark-types, and the ground can get rather marshy underfoot. The temperature is usually very cool with summers being very mild and winters getting below freezing with ice and snow. One thing that this place is especially known for is the random fogs that seem to drop down over the land and stay for an indeterminate period of time. The natives call this these days Mistings and have learned to welcome the strange all-encompassing fog that comes around them as a part of their daily lives.
POPULATION DESCRIPTION
The pokemon of this land are harsh around the edges but welcoming when they get to know you. It takes a while for them to warm up to others which is fair given that outlaws sometimes wander to their nation for solitude. Everyone is taught to fight from a young age and are given basic training in scouting and awareness. Despite the guards patrolling the nation's borders, sometimes ferals sneak through and the general populace has to step in to help fight off the ferals.
Within the city walls, this small population of pokemon is generally quite rugged but otherwise civilized. Homes and businesses have been built in the forests but generally they are small as wealth is not a thing that most of these folks have. Even the monarchs' home, situated at the edge of the city on a hillock, is not particularly grand. Most would not even know the rulers if not for the royal jewelry they adorned.
CULTURAL SPECIFICS
Second Chances: It is a belief of this land that everyone deserves a second chance, hence the rule for outlaws and the way that ghost types are taken in. If a pokemon has found their way to Fiphele then they are to be first watched but not turned away as they must prove themselves. If they prove to be fine and pull their weight like any others then they are integrated into society and if not... the swift arm of the law will deal with them. The death penalty is a thing here and the military and patriarch will not hesitate to initiate a public execution of a serious offense. Fiphele can be forgiving but they have no tolerance for those that spit in the face of their kindness.
Anyone Welcome: Despite the fact that the residents can be a bit rough with newcomers, no one is turned away. It is rumors of the dark, ghost, mist, and outlaws that generally keep outsiders away and keeps the population small. If anyone wishes to give them a chance though and stay with the seemingly rough residents they will find a welcoming community. Dark and ghost types are the most abundant here but occasionally you will see some other type of pokemon that decided to give it a shot.
Karma: Fiphele natives are firm believers in Karma, that if you wrongdo someone then later it will come back to bite you. If you break the law and are somehow not caught by the military then you will suffer your consequences later on. To them, Karma always comes back to you and they believe that once you are deceased then you will either go to join the ancestors of pokemon if you lead a good life, that you will become a ghost type to be "given a second chance" to join the ancestors, or that you fade away into nothingness if you make poor choices.
GOVERNMENT
Fiphele is a monarchy with a family of liepard and purrloin that came into power centuries upon centuries ago. It is believed that when Fiphele was young and still a tribe of little more than ferals that the liepard family won their place by first beating out the competition and uniting the dark and ghost type pokemon in the area. Regardless of how it truly happened they are still in power today and their roots can be traced back to the very first purrloins and liepards to ever walk the forest. Any member of the royal family is adorned with a necklace of gold with a piece of moonstone carved into a crescent to show their status.
The family have always ruled with benevolence but with a harshness to keep the land in check, you can't get too soft when there are ferals waiting to loot you and outlaws that could turn violent. They are not above kindness but in rough times will do anything necessary to keep the control.
This is not so much as one country, but several small ones that banded together for the sake of their own protection from the power of greater countries. They all hate each other's guts and erupt into civil wars frequently, but it's necessary for them all to work together due to their bigoted way of thinking. Pokemon that live here all share similar if not the same beliefs, so they are highly intolerant towards others who disagree to the point that they often do not go elsewhere or allow others in even if any wanted to move into these nations.
CONTROVERSIAL ISSUES
Stereotypes: Every pokemon has a stereotype that these pokemon believe are built-in desires based on the type of the pokemon. Water types are considered beings of vanity and beauty, Fire is seen as hot-headed and rash, and grass is the calm and quiet type. A complete list will be provided later on, but it is due to these beliefs that many are harmed within this nation. Outsiders that have more accepting ideas are often treated with disgust and unfairness regardless of their type. Any that argue that these beliefs should be dropped are often shunned and ostracized. Activists exist within these countries to try to change their ways of thinking, but there's also a counter-group that desires to snuff out or punish any of those activists as soon as they make their presence and ideology known.
Outsiders: Seeing as others generally have ideas that are more supportive of an individualistic identity, the inhabitants have a deep-seeded hatred and even fear of outsiders. They are afraid that they will change their beliefs and lead them astray from the valuable knowledge on the "true nature" of others. Many tourists and outsiders are often robbed of their belongings, chased out, or killed. Any who try to argue against them are often told that they are "lying to themselves" or that they are incapable of accepting the truth. The only time they will be kind to outsiders, is if they are in agreement with their beliefs and wish to join them. Liars and heathens of this sort are often sentenced to immediate execution on the spot without even a trial.
Academics: There are no "schools" for the inhabitants, usually, as everyone is taught what their mothers and fathers do for their lifetime job. Everything is taught by the parents and only a few in each tribe know how to read and write and those are the Politicians. The pokemon here are not all that bright and usually haven't received any education beyond what their parents knew as it was not necessary. It's often brought up that they should start schooling their offspring and broadening their horizons, but nobody actually puts forth the effort to do it. The Politicians of the country also usually talk them down from it and insist that everything is fine as it is and there is no need to fix what is not broken.
WHAT'S THE TERRITORY LIKE
The turf varies widely as the territories are often spread out across the globe in small groups and clusters relatively close together. There's a main cluster to the east of Ahasa that reside in a simple forest connected to a large plain with rolling hills. It's the biggest collection of nations, but it's still relatively small in comparison to others.
POPULATION DESCRIPTION
The country is not quite one big place but more of a bunch of smaller tribes that agreed to band together and tolerate one another long enough to unite under MNSP, the population varies greatly and often depends on types. Dual Typing Pokemon often tends to lean towards one or the other, or have a mix of both. The pokemon here often act the same way as their stereotypes as they believe that it is their "true selves" and is the only way to properly behave otherwise they will receive punishment whether through their peers or by a higher power.
Normal/Flying: Pretty much the only ones socially "allowed" to do what they want. They're seen as blank slates that develop with no true inner desires unless they have a dual type that conflicts with this.
Fighting: Often seen as honorable and lovers of combat.
Poison/Dark: Often seen as malicious, manipulative, and evil beyond redemption. It's rare to see either of these types due to how much hatred they face, though those that stick around are often ones that share similar beliefs. As a side note, any eevee that chooses willingly to become an Umbreon is often banished from their home or killed on the spot depending on the family. There is no forgiveness for those who willingly choose a dark path.
Ground/Rock/Steel: Are often seen as slow, silent, and are often considered to have a deep desire to defend something.
Ghost: Souls of the deceased that have been granted a blank slate and ability to choose their life. They are often seen as an "Achievement" for their hard work or the result of a greater power taking pity upon them for a harsh life. Poison/Dark mixed with ghosts are often seen as practitioners of dark arts or those who have been revived for the sake of punishment.
Fire: Believed the be the typical violent hot-heads who do nothing more than destroy, fight, and make rash decisions.
Water: Considered to be vain and very much attracted to the idea of beauty. Water types are expected to uphold some sort of posture with the air of an aristocratic class.
Grass: Seen as calm and quiet creatures who are often quite shy.
Electric/Bug: Energetic, joyful, and full of optimism. Often seen as child-like and are expected to always have some sort of plan for the day.
Psychic: "Pure" ones who look out for others and share their knowledge. Are also widely feared for their intelligence and sometimes seen as a danger to their country.
Ice: Cold, heartless, soulless. Viewed as complete sociopaths that just mimic emotion, incapable of love, compassion, and empathy.
Dragon: Heartless, ruthless, and cruel. Any dragon that's nice to you has secondary motives in mind.
Fairy: Bubbly creatures that are very empathetic and loving. Often considered to be too loving and forgiving of others by nature and are to be sympathized for being "too nice".
Another important bit of information about this place is that they do not believe in names. Every pokemon is to be referred to as their species name with their "last" name being the occupation they uphold. This means an Audino that is a doctor would be named "Audino Doctor" while an Oran Berry Farmer would have something along the lines of "Harvester" or "Oran". The last names are flexible to avoid families being mixed up, but you most definitely won't be seeing any foreign or nonsensical words as the last name of the pokemon unless they have changed it. Many that wander outside of the countries often adopt a foreign name in order to blend in with others if they feel that they are unsafe with being "themselves".
CULTURAL SPECIFICS
Each tribe has its own cultural specifics that vary greatly between each other, but overall the belief and hatred for each other is shared mutually.
Another thing that's consistent across the nations is the way families and workers function. Each family is dedicated to a certain line of work that is passed on to their children and their children's children. There is no school or outside education, so the families are expected to teach their kids how to do their job. The offspring are practically required to take over the family business when the parents pass on, even at a young age no matter how dangerous the job may be or how inexperienced they may be.
There is always multiple family lines that cover the same subject and they are expected to both compete and help each other at the same time. If one of the family lines die out, the other is expected to expand and grow their business in their absence. If there are children left behind by the destroyed line, the rival is expected to adopt the children and train them. When a couple decides to work with one another to create a family, they are expected to upkeep their family's business still and split the children evenly among their professions. The idea of having only a single child is usually frowned upon by many and those with one child are often pressured greatly to have another by their peers.
Because of the life-long dedication and training from an early age, the pokemon in this region are incredibly skilled in their professions. A young child could accomplish something an older adult in some other country could do with ease and they are incredibly efficient and hard working in their tasks. Please keep in mind that families are required to adhere to practical professions, so a family of artists likely aren't going to be able to make a living at all.
GOVERNMENT
These different tribes that have banded into one often have difficulty supporting one another. They had banded together in order to be able to be represented in the MNSP as any one of them alone is very small, too plentiful in numbers for each to given a seat, and too insignificant to be of consideration. They are almost always bickering and are an extremely unstable country, all things considered.
Representatives in the MNSP often step in and out within weeks, making the NuA a very unstable country whose opinions and morals fluctuate based on who's at the stand. Each tribe has come to the conclusion that the one who gets to send their representative to the MNSP are ones that have bested the other representatives in combat as a representation that they have more will to serve their tribe than the others. While representatives are supposed to help the entire country, it's very frequent that the reps only have their own tribe in mind and don't really care about the others.
Only these certain types of pokemon can be representatives in NuA: Psychic, Electric, Bug, Grass, Ghost, Fighting, Ground, Rock and Steel, with the latter three being the most popular. If any other type is present in the pokemon, then they will be disallowed as representatives. All representatives that compete are politicians and are capable of both reading and writing.
CHARACTERS INVOLVED
None so far!
In the event of Wicked 's disappearance, this place implodes and they all kill each other.
Home to the Heridox Clan, Ferious boasts some of the most fertile grounds on the continent, and the plains and forests show it. However, this fertility seems to also extend to its locals, both intelligent and non. Be wary, for the traveler that departs the roads risks being part of The Hunt.
CONTROVERSIAL ISSUES
The Hunt: Taking place every full moon, The Hunt is a powerful tradition within Ferious. During this full moon, a party of 20 clan members are given the task of thinning the ferals in a section of the forest surrounding the plateau. It is a major responsibility, as those given the task must make certain they do not unbalance the population of ferals. Outsiders often see this tradition as barbaric. To differentiate themselves from the ferals, all participants have the clan mark placed upon them in several visible places so that the hunters do not accidentally hunt each other.
Law Breakers: Those that break what few laws Ferious enforces will find themselves facing simply being ejected from the country, usually in as forceful a manner as the clan can utilize at the time. The worst punishment, however, is reserved for anyone who dares to harm the balance of the forest populations. Those that dare to overhunt will find themselves pressed into service of caretaking ferals to repopulate by any means.
Major Meat Supplier: Despite the controversy outside of their own country, Ferious is still the largest supplier of feral meat to neighboring countries, including Invictus. The few protesters that make it in the border are usually ejected quickly, and while left alive, will usually bear the scars of the encounter with the border guard.
WHAT'S THE TERRITORY LIKE
A massive rolling plains plateau surrounded by a forest on all sides. The sheer cliffs of the plateau make visiting difficult without a flyer to get to the top. The ground both on the plateau and the forest is known to be incredibly fertile.
There is only one city in the very center of the territory, and while it rivals Invictus' Capital in raw size, this is mostly due to the maze of walls that surround the city center. These walls make up both the living quarters and guard towers of many of the citizens. It is said that to make it to the center of Ferious City as a hostile is to be a true warrior, or a lunatic.
Located southeast of Invictus, the shared border is often considered the one direction Invictus will never be invaded from. The plateau alone is a deterrent, to say nothing of its inhabitants.
POPULATION DESCRIPTION
While a large territory, the population is minimal among the intelligent species, numbering barely in the thousands, with most of it being part of the Heridox Clan, while the feral population is massive, kept only in check by The Hunt.
CULTURAL SPECIFICS
Made up primarily of the Heridox Clan, the culture is very focused around living off the land, both as farmers and hunters. All farming is kept to the plateau, with any attempts to farm the forest considered a high crime. Hunting is considered a respectful and respectable job, as in the history of Ferious, the entire land was nearly wiped out by famine as the feral population had overrun the natural food supply, and the then small city of Ferious had nearly followed suit when it was attacked by the hungry ferals. For anyone from Ferious, or anyone that is taken in by the Heridox Clan, food is something that should be respected.
Of note, those of the Heridox Clan themselves believe that at the end of their lives, that they too should join their feral bretheren in the cycle of food. It is not unheard of for a Heridox to choose the dish they will become part of.
All those in the Heridox Clan are considered family, regardless of species. There are no orphans allowed in Ferious, mostly because the moment one is discovered, they are taken to the city to be brought into the clan. Those few unwilling to be part of the clan are still cared for regardless until they can care for themselves and are allowed to be on their own way.
Among the clan is a regiment of warriors that make up the border guard. Trained not only by The Hunt, but also by constant scuffles with each other, they are all able to stand their own against even some of the toughest of the military countries, and are more than capable of stealthy operations.
GOVERNMENT
Little in the way of a government exists for Ferious, as it is primarily the rules of the Heridox Clan that they live by. Crimes and issues are usually resolved by general consent of the Clan Elders, which consists of those who have reached an age for their species where they are no longer able to participate in The Hunt. Propositions between other countries usually are overseen by several Clan Elders.
The Heridox Clan holds an unspoken alliance with Invictus, mostly one of willing trade and leaving each other alone otherwise. Immigrants in either direction seem to be welcome, but not really talked about unless the issue is forced. The rest of Ferious' borders are uneasy, but thankfully peaceful for the time being.
A country of plateaus and various conifer forests, Maldrear is a cold country to the far north of Invictus. The climate of the country varies, since it covers a large area, but it is almost guaranteed to be uninhabitably cold in the north and more temperate in the south. Due to this most of its population only visiting the north during summertime, and then only the loggers or miners.
CONTROVERSIAL ISSUES
Exploitation of natural resources: Maldrear has an abundance of natural resources such as timber and precious ores, especially in the north, causing a mass influx of workers in summertime, where the climate of the north is milder. However, as this tends to be one of Maldrear's primary source of income, forests are being cleared at a rapid pace, with no concerns for preserving the evironment. Recently, a group of pokemon have formed a group advocating for the protection of the environment in Maldrear, however, it as not gained much sympathy yet.
Tests of body: With the harsh climate of Maldrear, much of the country's culture is centered on pruning the weak from the strong, so that no one wastes resources. The test of body is an old ritual, performed when a baby is first born. Parents will leave this child outside for one night, a month after the are born, to test their strength. This custom has been fading out of the society of Maldrear, however, there are still couples who perform this, even though the government has, by name, abolished this custom. A few pokemon, especially the older generations, still want this to be brought back.
WHAT'S THE TERRITORY LIKE
The majority of Maldrear tends to be a cold land where summer feels like a cold spring, and blizzards are guaranteed occasions in winter. Little but the toughest plants grows there over the seasons, a few pine forests the largest vegetation. That part of Maldrear tends to rely on logging for survival.
The southernmost part of the country is where most of its population lives. It is a popular tourist destination, for the snows in winter are not as big as their cousins in the north, and the river Aesdie takes its roots here. Besides being a tourist hotspot, southern Maldrear is also home to many forms of art and ice sculpting. The primary industry, besides tourism, is exporting timber.
POPULATION DESCRIPTION
Most of Maldrear's inhabitants tend to be those who can bear living in the cold, although there are migrants from other countries and certain tourists. Maldrear's population tends to change with the seasons, with tourists visiting most in the warmer seasons, and loggers and nomadic farmers visitng the Northern areas. In winter, the majority of the population returns to the southern part of the country. The country is rather large, though its population is merely average sized, spread out through the country.
CULTURAL SPECIFICS
Survivors - Before maldrear became a proper country, the goals of residents is to live, and if that suceeds, to live well. Those that rely on others are frowned upon, and although an exception is made for the disabled, they are not treated as well as they are in other countries.
Reverence for the weather - due to the fact that so much of their lives depend on the kindness of the weather, the pokemon that live in Maldrear almost worship those who can control/ predict the weather, such as castform's ability to change according to its environment and snover's ability to call a blizzard. Those that can control the weather are also somewhat feared, though pokemon that can call the sun, or look like the sun, are always welcome.
GOVERNMENT
The government of Maldrear is, on paper, an absolute monarchy. In reality, communication between settlements are difficult, and the overseers of citites and towns - especially those that are far away from the capital, are basically tyrants controlling their own little part of the country, as long as they don't stir up too much of a ruckus. Despite this, most cities are actually quite pleasant to live in, although there are always certain cities with far-too-heavy taxes. Everyone knows just how far they can toe the line, and it tends to be a good arrangement. There are occasionally inspectors sent to cities when rumors reach the capital of bad management, but rarely do they find anything incriminating.
CHARACTERS INVOLVED
None so far!
in case of Lyric 's disappearance, Maldrear carries on if there are still any characters involved, & the political leader from this country takes over.